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Topic Summary

Posted by: Jay Doomed
« on: April 20, 2017, 12:13:44 PM »

Well you know Dinomite, we have the tools for co-operative mode in place already with T2 mP. All we need to do is get someone to write the script for "Friendly Fire" no damage to teammates. Then create co-op levels using kexstudio. The levels would have to be mean and nasty of course so that it would take 2 or more players to handle the carnage that might ensue. If we could get Behemoth interested, he seems to like major amounts of carnage, and animal ferocity.

So I don't know about these programmer guys you got here... hmmmmm  ???  lmao Hi djdduty, and I've never met the other guy Perma. I think dj has helped me out a couple times, thanks dj.

gl -hf -Gazer

Hmm Idk I think its harder than that there would probably have to be some serious code to allow co op in Turok 2. A friendly fire would be easy to script... But making enemies spawn in a mp mode will crash the game. Some serious code is needed for that in the engine to allow it properly. I'm under the impression the mp mode doesn't know how to respond to enemies placed in maps neither do certain actors or platforms these things don't know how to register in mp. We will need Kaiser at the end of the day.

After I got in contact with Perma, it seems to have given him a push toward this project. I'm not making any promises toward the state of the project or anything but we have been chatting regularly about the ins and outs of the project and discussing certain goals that need to be set and achieved for the project to make any significant progress.

Again, I'm not making any promises for any time soon but I figured I'd at least keep you all updated after the huge amount of radio silence from us programmers :D .

Don't worry about it I think one day all you guys will have this mp going maybe with an editor too... No pressure just saying it would be cool. I would really like to play Turok Evolution in mp. Seriously its a good game for mp Co op would be cool in it also but that may be really tough and involve cutting flying levels out I don't really know how co op flying would go...Maybe its possible...But all we really need is Rok Match Evolution. I never really got to play much besides when I was younger.
Posted by: Gazer
« on: April 20, 2017, 01:00:03 AM »

Well you know Dinomite, we have the tools for co-operative mode in place already with T2 mP. All we need to do is get someone to write the script for "Friendly Fire" no damage to teammates. Then create co-op levels using kexstudio. The levels would have to be mean and nasty of course so that it would take 2 or more players to handle the carnage that might ensue. If we could get Behemoth interested, he seems to like major amounts of carnage, and animal ferocity.

So I don't know about these programmer guys you got here... hmmmmm  ???  lmao Hi djdduty, and I've never met the other guy Perma. I think dj has helped me out a couple times, thanks dj.

gl -hf -Gazer
Posted by: djdduty
« on: April 19, 2017, 02:38:20 PM »

Well I really hope someone will get this thing going :/

After I got in contact with Perma, it seems to have given him a push toward this project. I'm not making any promises toward the state of the project or anything but we have been chatting regularly about the ins and outs of the project and discussing certain goals that need to be set and achieved for the project to make any significant progress.

Again, I'm not making any promises for any time soon but I figured I'd at least keep you all updated after the huge amount of radio silence from us programmers :D .
Posted by: Jay Doomed
« on: April 19, 2017, 11:10:33 AM »

Well I really hope someone will get this thing going :/
Posted by: djdduty
« on: April 15, 2017, 04:19:32 PM »

As far as i know, no work has been done since Perma and i lost contact. If you'd read the post / description, you would know that it is indeed a vid from months ago. If anybody at all can help me contact permanull, it would be appreciated and maybe even rewarded.

I contacted PermaNull to see if the code in the repository is fully up to date as I may dive in and look at the code myself. He says when he left off with the mod he was attempting to fix a crash relating to spawning players due to the fact that the game is a 4 player maximum (Because of split screen multiplayer).

What happened is he had another mod for Halo 2 which restored multiplayer to the game over the internet since the official server got shut down. He didn't expect it but that mod took off majorly in popularity. He's been very busy working on that mod, which I completely understand and relate to given my current situation.

Is there anything specifically you wanted to discuss with him? I can ask him if he wouldn't mind me sharing how to contact him but I'd say by the looks of it, this mod might be on hiatus for the moment.
Posted by: Deathsphere
« on: January 20, 2017, 01:26:17 PM »

Mp in this would be very fun.
Posted by: Revenant32
« on: August 16, 2016, 03:06:58 PM »

Yeah the scrunched Tal'Set was funny as hell. But has anyone done any work on this since this video or? I'm under the impression this video was made like a month or two ago and only published now right? I hope someone is still working in it :)
Posted by: Dinomite
« on: August 13, 2016, 05:04:14 AM »

Glad you like it!
Posted by: Froglegs
« on: August 12, 2016, 11:47:24 PM »

That scrunched up Tal'Set at the beginning gave me a good chuckle. Thanks for sharing with us, Dinomite!
Posted by: Duke64
« on: August 12, 2016, 06:47:15 PM »

hahah funny as heck ;D but damn what a good video wish I can play it!
Posted by: Revenant32
« on: August 09, 2016, 03:45:11 PM »

Hope this is still a thing would be very cool to play the mp again one day.
Posted by: Duke64
« on: May 15, 2016, 02:24:59 AM »

Its actually not much off topic as it has to do with mp in general and that is what is trying to be set up.  I have learned some info just from reading also. The online stuff always drove me crazy like I can understand how a game works and its modding or levels but setting up a online "thing" is not the same. Glad to have this intelligence involved in Turok though.
Posted by: djdduty
« on: May 11, 2016, 12:36:28 PM »

Pretty much every game handles networking differently depending on the genre and needs of the game, I'd go into more detail but it would end up being an entire book.

The basics is that action games are typically reaction based, if you and your enemy are shooting each other the server needs to send proper reactions fast enough for players not to notice any latency (which there is a bunch, no matter what). The server must send data much more often in order to give an FPS shooter game enjoyable game play.

Keeping in mind some MMOs also offer PvP play which latency will heavily impact as well and the fact that the mobs are generally server sided in the typical implementation.

When I talk about latency I'm not talking about ping; I call that lag. I'm talking about the inevitable overhead time a certain network architecture adds for one player to see the actions of another player. In our case imagine all players had good ping of less than a hundred, they would still have a few hundred MS before they see the results of another player. This inevitable overhead time is usually mitigated by higher state update rates, using extrapolation, or both. Extrapolation is normally a fickle mistress and is hard to get right.

Even in pvp for most MMOs latency overhead is easily hidden and does not matter. In the types of MMOs I'm talking about, the only way to damage another player or npc is by using a skill(even regular attacking is a skill with a tick interval), and all skills are target based or AOE based. It's not like you're shooting a projectile that needs precise timing to collide with the enemy player. RNG determines if your skill hit or not and your client just makes the "projectile" follow them and hit them or not depending on the result, even if they teleport from lag. MMOs can have a lot of lag since latency is hidden from the players much better and much more easily. You can tell WoW doesn't bother with extrapolation, as if you lag out or DC players will stop moving rather than continue running along the same path until the server corrects them(but the running animation still plays, so it extrapolates that much). This signifies they use interpolation instead, which means they add at least 50ms-100ms of latency overhead (I don't really know the estimate). So they don't even care about a few hundred ms overhead (both player's ping + overhead from network implementation) and indeed it isn't a problem for most players until they get more than 150ms ping to the server and their skills start taking a recognizable amount of time to register.

The reason you don't see very many FPS MMOs is because a M(assive)MO game is very hard to network as is. Using these slower update rates under a more robust low cost infrastructure gives them the ability to have such a massive player base since there isn't near as much processing happening per player. At that point UDP becomes somewhat unnecessary as well(Although I think they should still use it, but meh), and that's why you see games like WoW using TCP.

Anyway, this is getting pretty off topic!  :P
Posted by: PNill
« on: May 11, 2016, 04:46:42 AM »

Can't speak for everyone but I certainly don't mind the tech talk. Maybe I will learn something :p So action games normally send data packets differently then other games? Interesting... man I am a noob at this I thought it was pretty much all the same thing.

Pretty much every game handles networking differently depending on the genre and needs of the game, I'd go into more detail but it would end up being an entire book.

The basics is that action games are typically reaction based, if you and your enemy are shooting each other the server needs to send proper reactions fast enough for players not to notice any latency (which there is a bunch, no matter what). The server must send data much more often in order to give an FPS shooter game enjoyable game play.

Keeping in mind some MMOs also offer PvP play which latency will heavily impact as well and the fact that the mobs are generally server sided in the typical implementation.
Posted by: djdduty
« on: May 10, 2016, 11:48:16 PM »

Can't speak for everyone but I certainly don't mind the tech talk. Maybe I will learn something :p So action games normally send data packets differently then other games? Interesting... man I am a noob at this I thought it was pretty much all the same thing.

Pretty much every game handles networking differently depending on the genre and needs of the game, I'd go into more detail but it would end up being an entire book.

The basics is that action games are typically reaction based, if you and your enemy are shooting each other the server needs to send proper reactions fast enough for players not to notice any latency (which there is a bunch, no matter what). The server must send data much more often in order to give an FPS shooter game enjoyable game play.
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